Difference between revisions of "Sega System 32"
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{{ConsoleBob | {{ConsoleBob | ||
− | | | + | | | logo=System32 logo.png|80px]] |
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| variants=Sega System Multi 32 | | variants=Sega System Multi 32 | ||
| add-ons= | | add-ons= | ||
− | | processor=[[NEC]] [[wikipedia:NEC V60|V60]] (System | + | | processor=[[NEC]] [[wikipedia:NEC V60|V60]] (System 32), [[wikipedia:NEC V70|NEC V70]] (Multi 32) |
− | | releases={{ | + | | releases={{releasesArcade |
− | | | + | | system_date_jp=1990 |
− | | | + | | system_date_world=1991 |
}} | }} | ||
}} | }} | ||
− | '''Sega System 32''' is the name of an arcade platform released by [[Sega]] that debuted in 1990. It was a successor to the [[Sega System 16]], [[Sega System 24]] and [[Sega Y Board]]s, and contains a 32-bit RISC processor at 16 MHz, hence its name. | + | {{stub}}'''Sega System 32''' (セガ システム 32) is the name of an arcade platform released by [[Sega]] that debuted in 1990. It was a successor to the [[Sega System 16]], [[Sega System 24]] and [[Sega Y Board]]s, and contains a 32-bit RISC processor at 16 MHz, hence its name. |
It was the last board to be released under the "[[:Category:Sega System series|Sega System]]" naming scheme, and was the last of the Sega System and [[Super Scaler]] series of arcade hardware – the "[[:Category:Sega Model series|Sega Model]]" series would begin in 1992 with the [[Sega Model 1]]. Whereas Model 1 hardware was designed specifically with 3D polygon games in mind, System 32 primarily catered for sprite-based games, including 2D games and 3D sprite-scaling games. Like the [[Sega X Board]] and [[Sega Y Board]], it is capable of scaling and rotating many sprites/textures in real-time, resulting in graphics ranging from a "pseudo-3D" look to a 3D texture-mapped look. | It was the last board to be released under the "[[:Category:Sega System series|Sega System]]" naming scheme, and was the last of the Sega System and [[Super Scaler]] series of arcade hardware – the "[[:Category:Sega Model series|Sega Model]]" series would begin in 1992 with the [[Sega Model 1]]. Whereas Model 1 hardware was designed specifically with 3D polygon games in mind, System 32 primarily catered for sprite-based games, including 2D games and 3D sprite-scaling games. Like the [[Sega X Board]] and [[Sega Y Board]], it is capable of scaling and rotating many sprites/textures in real-time, resulting in graphics ranging from a "pseudo-3D" look to a 3D texture-mapped look. | ||
− | A variant of this hardware, '''System Multi 32''', was created for use with twin cabinets, specifically for games where more than one player could play on separate screens. | + | A variant of this hardware, '''System Multi 32''', was created for use with twin cabinets, specifically for games where more than one player could play on separate screens. The Multi 32 variant was released in 1992. The System 32 series was supported along with the Model 1, due to the latter's lack of hardware texture mapping. They were succeeded by the [[Sega Model 2]], which combined 3D polygons with texture mapping, making both the Model 1 and the System 32 series obsolete. The [[Sega Saturn]] console, released in 1994, combined hardware features of the System 32 series with that of the Sega Model series. |
Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of ''[[Air Rescue (Master System)|Air Rescue]]'' hit European [[Sega Master System]]s in 1992 (which although shares the same name, is almost completely different in design to the [[Air Rescue|arcade version]]), ''[[OutRunners]]'' saw a vastly reduced port to the [[Sega Mega Drive]] by [[Data East]] and ''[[Rad Mobile]]'' was heavily tweaked and turned into ''[[Gale Racer]]'' for the [[Sega Saturn]]. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn. | Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of ''[[Air Rescue (Master System)|Air Rescue]]'' hit European [[Sega Master System]]s in 1992 (which although shares the same name, is almost completely different in design to the [[Air Rescue|arcade version]]), ''[[OutRunners]]'' saw a vastly reduced port to the [[Sega Mega Drive]] by [[Data East]] and ''[[Rad Mobile]]'' was heavily tweaked and turned into ''[[Gale Racer]]'' for the [[Sega Saturn]]. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn. | ||
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It succeeded the [[Sega Y Board|Y Board]] and [[Sega System 24|System 24]], combining features from both. It used a [[NEC]] [[wikipedia:NEC V60|V60]] processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's three-dimensional [[Super Scaler]] capabilities with the System 24's sprite rendering system. | It succeeded the [[Sega Y Board|Y Board]] and [[Sega System 24|System 24]], combining features from both. It used a [[NEC]] [[wikipedia:NEC V60|V60]] processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's three-dimensional [[Super Scaler]] capabilities with the System 24's sprite rendering system. | ||
− | There was another version of the System 32 hardware, called ''System Multi 32'' or ''System 32 Multi'', released in 1992. This was similar to the original, but had a [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ dual-monitor] display, a new [[wikipedia:NEC V70|NEC V70]] processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of three-dimensional arcade system boards. | + | There was another version of the System 32 hardware, called ''System Multi 32'' or ''System 32 Multi'', released in 1992. This was similar to the original, but had a [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ dual-monitor] display, a new [[wikipedia:NEC V70|NEC V70]] processor at 20 MHz, a new [[Sega MultiPCM]] sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of three-dimensional arcade system boards. |
− | ==Technical | + | ==Technical specifications== |
− | ===System 32 | + | ===System 32 specifications=== |
* Board composition: Main Board + Comm Board + ROM Board | * Board composition: Main Board + Comm Board + ROM Board | ||
− | * Main [[wikipedia:Central processing unit|CPU]]: [[NEC]] [[wikipedia:NEC V60|V60]] @ 16.10795 MHz | + | * Main [[wikipedia:Central processing unit|CPU]]: [[NEC]] [[wikipedia:NEC V60|V60]] (μPD70616) @ 16.10795 MHz |
− | + | :* [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ [http://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=59745&item_no=1&page_id=13&block_id=8 3.524] [[wikipedia:Instructions per second|MIPS]] | |
− | + | :* [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]] and [[wikipedia:Double-precision floating-point format|64-bit operations]]{{ref|[http://multimedia.cx/NEC_V60pgmRef.pdf ''µPD70616 Programmer's Reference Manual'' (November 1986)]}} @ 16 [[wikipedia:FLOPS|MFLOPS]]{{ref|[http://www.sega-arcade.de/hardware.htm Hardware (Sega-Arcade)]}} | |
{{multicol| | {{multicol| | ||
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8.053975 MHz (8-bit & 16-bit instructions @ 1.168 MIPS) | * Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8.053975 MHz (8-bit & 16-bit instructions @ 1.168 MIPS) | ||
* [[wikipedia:Sound chip|Sound chips]]: | * [[wikipedia:Sound chip|Sound chips]]: | ||
− | + | :* [[wikipedia:Chiptune|FM synthesis]] chips: 2× [[Yamaha]] [[YM3438]] (based on [[YM2612]]) @ 8.053975 MHz (12 FM channels) | |
− | + | :* [[Pulse-code modulation|PCM]] [[wikipedia:Sampling (signal processing)|sampling]] chip: [[Ricoh]] [[RF5c68]] (ASSP 5C105){{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}} @ 12.5 MHz (8 PCM channels) | |
− | * GPU: Sega 317-5964 chipset @ 50 MHz (315-5242 video [[wikipedia:Digital-to-analog converter|DAC]]/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender){{ref| | + | * GPU: Sega 317-5964 chipset @ 50 MHz (315-5242 video [[wikipedia:Digital-to-analog converter|DAC]]/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender){{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} |
+ | * Fixed-point arithmetic capabilities: [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Depth map|depth map]]{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}} | ||
* Memory: Up to 26.57825 [[Byte|MB]] (2152 [[Byte|KB]] main, 21.1564 MB video, 3400 KB sound) | * Memory: Up to 26.57825 [[Byte|MB]] (2152 [[Byte|KB]] main, 21.1564 MB video, 3400 KB sound) | ||
− | + | :* [[RAM]]: 1840.125 KB (103 KB SRAM, 768 KB DP VRAM, 64 KB PSRAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} | |
− | + | ::* Main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator) | |
− | + | ::* [[VRAM|Video RAM]]: 1184.125 KB (96 KB [[SRAM]], 768 KB [[wikipedia:Dual-ported RAM|DP]] [[VRAM]]) | |
− | + | :::* V60: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 [[byte]]s mixer) | |
− | + | :::* GPU: 864 KB (64 KB 315-5385 controller/timer SRAM, 32 KB 315-5388 mixer/color SRAM,{{ref|[http://www.datasheetarchive.com/MB8464-15L-datasheet.html MB8464-15L Datasheet]}} 128 KB 315-5386 tilemap DP VRAM, 128 KB 315-5387 sprite DP VRAM,{{ref|http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf}} 512 KB [[wikipedia:Framebuffer|framebuffer]] DP VRAM){{ref|[http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html HM53461ZP-12 Datasheet (PDF)] ([[Hitachi|Hitachi Semiconductor]])}} | |
− | + | ::* Sound RAM: 72 KB (8 KB SRAM, 64 KB [[wikipedia:Pseudostatic RAM|PSRAM]]) | |
− | + | :::* Z80: 12 KB (4 KB RF5c68, 8 KB shared), including 8 KB SRAM{{ref|[http://www.datasheetarchive.com/MB8464-15L-datasheet.html MB8464-15L Datasheet]}} | |
− | + | :::* RF5c68: 64 KB PSRAM{{fileref|HM65256B datasheet.pdf}} | |
− | + | :* [[ROM]]: Up to 24.78125 MB (1568 KB main [[EPROM]], 20 MB video ROM, 3.25 MB sound ROM){{ref|[http://mamedb.blu-ferret.co.uk/game/jpark Jurassic Park (MAME)]}} | |
− | + | ::* Access time: 45 [[wikipedia:Nanosecond|nanoseconds]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}}{{fileref|M27C4002 datasheet.pdf}}{{fileref|AT27C010L datasheet.pdf}} | |
− | * Video resolution: 320×224 (display), 416×262 (overscan), [[wikipedia:Progressive scan|progressive scan]] {{ref|https://github.com/mamedev/mame/ | + | * Video resolution: 320×224 (display), 416×262 (overscan), [[wikipedia:Progressive scan|progressive scan]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} |
− | + | :* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} | |
− | * Graphical capabilities: Color rotations, different levels of luminosity, 7 levels of global RGB color brightness control, fading & lighting, shadow & highlight, 8 levels of [[wikipedia:Alpha blending|alpha blending]], tile flipping, [http://www.giantbomb.com/parallax-scrolling/3015-2915/ line & row scrolling], palette indirection, dynamic priorities, per-color priority, per-component color control {{ref|http://www.quarterarcade.com/tech/MAME/src/system32.c.html.aspx}}{{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref| | + | :* Maximum [[wikipedia:Frame rate|frame rate]]: 60 FPS |
+ | * Graphical capabilities: Color rotations, different levels of luminosity, 7 levels of global RGB color brightness control, fading & lighting, shadow & highlight, 8 levels of [[wikipedia:Alpha blending|alpha blending]], tile flipping, [http://www.giantbomb.com/parallax-scrolling/3015-2915/ line & row scrolling], palette indirection, dynamic priorities, per-color priority, per-component color control{{ref|[http://www.quarterarcade.com/tech/MAME/src/system32.c.html.aspx Sega System 32 hardware (MAME)]}}{{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}} | ||
* [[Palette|Color palette]] lookup table: 2,097,152 (4096 palette banks with 512 colors each) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control) | * [[Palette|Color palette]] lookup table: 2,097,152 (4096 palette banks with 512 colors each) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control) | ||
− | + | :* Colors on screen: 49,152 (16,384 with shadow & highlight), to 71,680 (320×224) with luminosity and alpha blending | |
− | * Graphical planes: {{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref| | + | * Graphical planes:{{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}} |
− | + | :* 4 [[wikipedia:Tile engine|tilemap]] background planes: Hardware scaling, line-scrolling, line selection, line zoom, alpha blending, window [[wikipedia:Clipping (computer graphics)|clipping]] | |
− | + | :* 1 tilemap text layer | |
− | + | :* 1 [[wikipedia:Bitmap|bitmap]] layer | |
− | + | :* 1 background layer | |
− | + | :* 2 sprite layers | |
− | * [[Sprite|Sprite/texture capabilities]]: [[wikipedia:Linked list|Linked lists]] of sprites, [[wikipedia:Double buffering|double buffering]], | + | * [[Sprite|Sprite/texture capabilities]]: [[wikipedia:Linked list|Linked lists]] of sprites, [[wikipedia:Double buffering|double buffering]], double-buffered [[wikipedia:Framebuffer|framebuffer]], technically infinite sprites of arbitrary size, hardware sprite-scaling, sprite rotation, jumping & clipping capabilities, advanced [[wikipedia:Hot spot (computer programming)|hot-spot]] positioning, [[Sega System 24|System 24]] sprite rendering system{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}{{ref|http://web.archive.org/web/20130104202207/mamedev.org/source/src/mame/video/segas32.c.html}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} |
− | + | :* Sprite/texture size: 8 to 1024 or 2048 (11-[[bit]]) pixels in width/height | |
− | + | :* Colors per sprite/texture: 16 to 512 | |
− | + | :* Sprites/textures per frame: 8192 (128 KB sprite attribute RAM, 16 bytes per sprite) | |
− | + | :* Sprites/textures per second: 491,520 | |
− | * | + | * Sprite/Texture framebuffer [[fillrate]]: 50 [[Pixel|MPixels/s]] |
− | + | :* Video clock rate: 50 MHz | |
− | + | :* Maximum sprite/texture [[texel]]s per [[wikipedia:Scan line|scanline]]: 3200 | |
− | * | + | :* Maximum sprites/textures per scanline: 400 |
}} | }} | ||
− | ===System Multi 32 | + | ===System Multi 32 specifications=== |
Sega System Multi 32 featured the following upgrades in 1992: | Sega System Multi 32 featured the following upgrades in 1992: | ||
* Main CPU: [[NEC]] [[wikipedia:NEC V70|V70]] @ 20 MHz | * Main CPU: [[NEC]] [[wikipedia:NEC V70|V70]] @ 20 MHz | ||
− | + | :* Fixed-point arithmetic: [http://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=59745&item_no=1&page_id=13&block_id=8 32-bit RISC] instructions @ 15 MIPS{{ref|[http://www.sega-arcade.de/hardware.htm Hardware (Sega-Arcade)]}} | |
− | + | :* Floating-point unit: 32-bit and 64-bit operations | |
{{multicol| | {{multicol| | ||
* Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS) | * Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS) | ||
* Sound chips: | * Sound chips: | ||
− | + | :* FM synthesis chip: Yamaha YM3438 @ 8.053975 MHz (6 FM channels) | |
− | + | :* PCM sampling chip: [[Sega MultiPCM]] (315-5560) @ 8 MHz{{ref|[http://www.quarterarcade.com/tech/MAME/src/system32.c.html.aspx Sega System 32 hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} (28 PCM channels) | |
− | * GPU: Sega 171-6253C chipset @ 50 MHz (2× 315-5242 video DAC/color encoder, 315-5385 system controller/timer, 315-5386A tilemap generator, 315-5387 sprite generator, 2× 315-5388 video mixer/color blender){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp}} | + | * GPU: Sega 171-6253C chipset @ 50 MHz (2× 315-5242 video DAC/color encoder, 315-5385 system controller/timer, 315-5386A tilemap generator, 315-5387 sprite generator, 2× 315-5388 video mixer/color blender){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} |
* Memory: Up to 28.56 MB (2220.19 KB main, 21.813 MB video, 4688 KB sound) | * Memory: Up to 28.56 MB (2220.19 KB main, 21.813 MB video, 4688 KB sound) | ||
− | + | :* RAM: 2588.4375 KB (200 KB SRAM, 1280 KB DP VRAM, 64 KB PSRAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segas32.cpp Sega System 32/Multi 32 hardware (MAME)]}} | |
− | + | ::* Main RAM: 652.1875 KB (128 KB work, 8 KB shared, 512 KB random number generator, 4 KB comm, 192 bytes I/O) | |
− | + | ::* Video RAM:1856.25 KB (192 KB SRAM, 1280 KB DP VRAM) | |
− | + | :::* V70: 384.25 KB (128 KB video, 128 KB sprite attributes, 128 KB palette, 256 bytes mixer) | |
− | + | :::* GPU: 1472 KB (32 KB 315-5242 video DAC/color encoder SRAM,{{ref|[http://www.datasheetarchive.com/MB8464-15L-datasheet.html MB8464-15L Datasheet]}} 32 KB 315-5385 controller/timer SRAM, 128 KB 315-5386A tilemap DP VRAM, 128 KB 315-5387 sprite DP VRAM,{{ref|[http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html HM53461ZP-12 Datasheet (PDF)] ([[Hitachi|Hitachi Semiconductor]])}} 128 KB 315-5388 mixer/color SRAM,{{ref|[http://www.datasheets360.com/part/detail/m5m5278p-25-i/6860881632730384868/ M5M5278P-25-I SRAM Datasheet (Mitsubishi Electric & Electronics)]}} 1024 KB framebuffer DP VRAM){{ref|[http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html HM53461ZP-12 Datasheet (PDF)] ([[Hitachi|Hitachi Semiconductor]])}} | |
− | + | ::* Sound RAM: 80 KB (8 KB SRAM, 64 KB PSRAM) | |
− | + | :::* Z80: 16 KB (8 KB MultiPCM, 8 KB shared), including 8 KB SRAM | |
− | + | :::* MultiPCM: 64 KB PSRAM | |
− | + | ::* Access time: 25 nanoseconds{{ref|[http://www.datasheets360.com/part/detail/m5m5278p-25-i/6860881632730384868/ M5M5278P-25-I SRAM Datasheet (Mitsubishi Electric & Electronics)]}} | |
− | + | :* ROM: Up to 26.03125 MB (1568 KB main, 20 MB video, 4.5 MB sound){{ref|[http://mamedb.blu-ferret.co.uk/game/orunners OutRunners (World) (MAME)]}} | |
− | + | ::* Access time: 45 nanoseconds | |
* Video resolution: [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ Dual monitor], 640×224 (display), 832×262 (overscan), progressive scan | * Video resolution: [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ Dual monitor], 640×224 (display), 832×262 (overscan), progressive scan | ||
* Color palette lookup tables: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control) | * Color palette lookup tables: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control) | ||
− | + | :* Colors on screen: 98,304 (49,152 per screen) to 143,360 (71,680 per screen) | |
− | * Graphical planes: 4 sprite layers {{ref| | + | * Graphical planes: 4 sprite layers{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}} |
− | + | :* Sprite/texture capabilities: [[wikipedia:Multiple buffering|Multiple buffering]], 4 framebuffers | |
}} | }} | ||
− | ==List of | + | ==List of games== |
− | ===System 32 | + | ===System 32=== |
{{multicol| | {{multicol| | ||
*''[[Rad Mobile]]'' (1990) | *''[[Rad Mobile]]'' (1990) | ||
Line 125: | Line 126: | ||
}} | }} | ||
− | ===System Multi 32 | + | ===System Multi 32=== |
*''[[OutRunners]]'' (1992) | *''[[OutRunners]]'' (1992) | ||
*''[[Stadium Cross]]'' (1992) | *''[[Stadium Cross]]'' (1992) | ||
Line 131: | Line 132: | ||
*''[[Hard Dunk]]'' (1994) | *''[[Hard Dunk]]'' (1994) | ||
− | == | + | ==Production credits== |
− | ===System 32 | + | {{creditstable| |
+ | *[[Kazuhiko Hamada]] | ||
+ | *'''Sound Driver:''' [[Kazuhiko Nagai]] | ||
+ | | source=Developer mentions{{magref|ssmjp|1995-06|65}}{{fileref|RadMobileOST CD JP Booklet.pdf|page=4}} | ||
+ | | console=Arcade | ||
+ | }} | ||
+ | |||
+ | ==Magazine articles== | ||
+ | {{mainArticle|{{PAGENAME}}/Magazine articles}} | ||
+ | |||
+ | ==Photo gallery== | ||
+ | ===System 32=== | ||
<gallery> | <gallery> | ||
− | + | System32 mainboard.jpg|Main board | |
− | + | System32 mainboard2.jpg|Main board 2 | |
− | + | System32 romboard.jpg|ROM board | |
− | + | System32 commboard.jpg|COMM board | |
</gallery> | </gallery> | ||
− | ===System Multi 32 | + | ===System Multi 32=== |
<gallery> | <gallery> | ||
− | + | SystemMulti32 mainboard.jpg|Main board | |
− | + | SystemMulti32 mainboard2.jpg|Main board 2 | |
− | + | SystemMulti32 romboard.jpg|ROM board | |
− | + | SystemMulti32 romboard2.jpg|ROM board 2 | |
</gallery> | </gallery> | ||
− | == External links == | + | ==External links== |
− | *[http://www.system16.com/hardware.php?id=709 Sega System 32 Hardware information and game screen shots] | + | * [http://www.system16.com/hardware.php?id=709 Sega System 32 Hardware information and game screen shots] |
− | *[http://www.system16.com/hardware.php?id=710 Sega System Multi 32 Hardware information and game screen shots] | + | * [http://www.system16.com/hardware.php?id=710 Sega System Multi 32 Hardware information and game screen shots] |
+ | |||
+ | ==References== | ||
+ | <references/> | ||
{{Sega Arcade Boards}} | {{Sega Arcade Boards}} | ||
[[Category:Sega System series]] | [[Category:Sega System series]] |
Latest revision as of 03:45, 19 November 2023
Sega System 32 | |||||||||||||
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Manufacturer: Sega | |||||||||||||
Variants: Sega System Multi 32 | |||||||||||||
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Sega System 32 (セガ システム 32) is the name of an arcade platform released by Sega that debuted in 1990. It was a successor to the Sega System 16, Sega System 24 and Sega Y Boards, and contains a 32-bit RISC processor at 16 MHz, hence its name.
It was the last board to be released under the "Sega System" naming scheme, and was the last of the Sega System and Super Scaler series of arcade hardware – the "Sega Model" series would begin in 1992 with the Sega Model 1. Whereas Model 1 hardware was designed specifically with 3D polygon games in mind, System 32 primarily catered for sprite-based games, including 2D games and 3D sprite-scaling games. Like the Sega X Board and Sega Y Board, it is capable of scaling and rotating many sprites/textures in real-time, resulting in graphics ranging from a "pseudo-3D" look to a 3D texture-mapped look.
A variant of this hardware, System Multi 32, was created for use with twin cabinets, specifically for games where more than one player could play on separate screens. The Multi 32 variant was released in 1992. The System 32 series was supported along with the Model 1, due to the latter's lack of hardware texture mapping. They were succeeded by the Sega Model 2, which combined 3D polygons with texture mapping, making both the Model 1 and the System 32 series obsolete. The Sega Saturn console, released in 1994, combined hardware features of the System 32 series with that of the Sega Model series.
Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of Air Rescue hit European Sega Master Systems in 1992 (which although shares the same name, is almost completely different in design to the arcade version), OutRunners saw a vastly reduced port to the Sega Mega Drive by Data East and Rad Mobile was heavily tweaked and turned into Gale Racer for the Sega Saturn. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn.
Contents
Hardware
It succeeded the Y Board and System 24, combining features from both. It used a NEC V60 processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's three-dimensional Super Scaler capabilities with the System 24's sprite rendering system.
There was another version of the System 32 hardware, called System Multi 32 or System 32 Multi, released in 1992. This was similar to the original, but had a dual-monitor display, a new NEC V70 processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of three-dimensional arcade system boards.
Technical specifications
System 32 specifications
- Sound CPU: Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 1.168 MIPS)
- Sound chips:
- GPU: Sega 317-5964 chipset @ 50 MHz (315-5242 video DAC/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)[3][4]
- Fixed-point arithmetic capabilities: Z-buffering, depth map[5]
- Memory: Up to 26.57825 MB (2152 KB main, 21.1564 MB video, 3400 KB sound)
-
- Main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator)
- Video RAM: 1184.125 KB (96 KB SRAM, 768 KB DP VRAM)
- V60: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 bytes mixer)
- GPU: 864 KB (64 KB 315-5385 controller/timer SRAM, 32 KB 315-5388 mixer/color SRAM,[6] 128 KB 315-5386 tilemap DP VRAM, 128 KB 315-5387 sprite DP VRAM,[7] 512 KB framebuffer DP VRAM)[8]
- Sound RAM: 72 KB (8 KB SRAM, 64 KB PSRAM)
- Access time: 45 nanoseconds[4][11][12]
- Video resolution: 320×224 (display), 416×262 (overscan), progressive scan[4]
- Refresh rate: 60 Hz[4]
- Maximum frame rate: 60 FPS
- Graphical capabilities: Color rotations, different levels of luminosity, 7 levels of global RGB color brightness control, fading & lighting, shadow & highlight, 8 levels of alpha blending, tile flipping, line & row scrolling, palette indirection, dynamic priorities, per-color priority, per-component color control[13][14][3]
- Color palette lookup table: 2,097,152 (4096 palette banks with 512 colors each) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control)
- Colors on screen: 49,152 (16,384 with shadow & highlight), to 71,680 (320×224) with luminosity and alpha blending
- Sprite/texture capabilities: Linked lists of sprites, double buffering, double-buffered framebuffer, technically infinite sprites of arbitrary size, hardware sprite-scaling, sprite rotation, jumping & clipping capabilities, advanced hot-spot positioning, System 24 sprite rendering system[3][14][15][4]
- Sprite/texture size: 8 to 1024 or 2048 (11-bit) pixels in width/height
- Colors per sprite/texture: 16 to 512
- Sprites/textures per frame: 8192 (128 KB sprite attribute RAM, 16 bytes per sprite)
- Sprites/textures per second: 491,520
System Multi 32 specifications
Sega System Multi 32 featured the following upgrades in 1992:
- Fixed-point arithmetic: 32-bit RISC instructions @ 15 MIPS[2]
- Floating-point unit: 32-bit and 64-bit operations
- Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS)
- Sound chips:
- FM synthesis chip: Yamaha YM3438 @ 8.053975 MHz (6 FM channels)
- PCM sampling chip: Sega MultiPCM (315-5560) @ 8 MHz[13][4] (28 PCM channels)
- GPU: Sega 171-6253C chipset @ 50 MHz (2× 315-5242 video DAC/color encoder, 315-5385 system controller/timer, 315-5386A tilemap generator, 315-5387 sprite generator, 2× 315-5388 video mixer/color blender)[4]
- Memory: Up to 28.56 MB (2220.19 KB main, 21.813 MB video, 4688 KB sound)
- RAM: 2588.4375 KB (200 KB SRAM, 1280 KB DP VRAM, 64 KB PSRAM)[4]
- Main RAM: 652.1875 KB (128 KB work, 8 KB shared, 512 KB random number generator, 4 KB comm, 192 bytes I/O)
- Video RAM:1856.25 KB (192 KB SRAM, 1280 KB DP VRAM)
- V70: 384.25 KB (128 KB video, 128 KB sprite attributes, 128 KB palette, 256 bytes mixer)
- GPU: 1472 KB (32 KB 315-5242 video DAC/color encoder SRAM,[6] 32 KB 315-5385 controller/timer SRAM, 128 KB 315-5386A tilemap DP VRAM, 128 KB 315-5387 sprite DP VRAM,[8] 128 KB 315-5388 mixer/color SRAM,[16] 1024 KB framebuffer DP VRAM)[8]
- Sound RAM: 80 KB (8 KB SRAM, 64 KB PSRAM)
- Z80: 16 KB (8 KB MultiPCM, 8 KB shared), including 8 KB SRAM
- MultiPCM: 64 KB PSRAM
- Access time: 25 nanoseconds[16]
- ROM: Up to 26.03125 MB (1568 KB main, 20 MB video, 4.5 MB sound)[17]
- Access time: 45 nanoseconds
- Video resolution: Dual monitor, 640×224 (display), 832×262 (overscan), progressive scan
- Color palette lookup tables: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control)
- Colors on screen: 98,304 (49,152 per screen) to 143,360 (71,680 per screen)
- Graphical planes: 4 sprite layers[3]
- Sprite/texture capabilities: Multiple buffering, 4 framebuffers
List of games
System 32
- Rad Mobile (1990)
- F1 Exhaust Note (1991)
- Rad Rally (1991)
- Spider-Man: The Video Game (1991)
- Air Rescue (1992)
- Arabian Fight (1992)
- Dark Edge (1992)
- F1 Super Lap (1992)
- Golden Axe: The Revenge of Death Adder (1992)
- Holosseum (1992)
- SegaSonic the Hedgehog (1992)
- Alien 3: The Gun (1993)
- Burning Rival (1993)
- Dragon Ball Z V.R.V.S. (1994)
- Jurassic Park (1994)
- Super Visual Football / Super Visual Soccer / The J. League 1994 (1994)
- Slipstream (Capcom) (1995)
System Multi 32
- OutRunners (1992)
- Stadium Cross (1992)
- Title Fight (1992)
- Hard Dunk (1994)
Production credits
- Kazuhiko Hamada
- Sound Driver: Kazuhiko Nagai
Magazine articles
- Main article: Sega System 32/Magazine articles.
Photo gallery
System 32
System Multi 32
External links
- Sega System 32 Hardware information and game screen shots
- Sega System Multi 32 Hardware information and game screen shots
References
- ↑ µPD70616 Programmer's Reference Manual (November 1986)
- ↑ 2.0 2.1 Hardware (Sega-Arcade)
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Sega 16‑Bit Common Hardware, MAME
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Sega System 32/Multi 32 hardware (MAME)
- ↑ Lou's Pseudo 3D Page
- ↑ 6.0 6.1 6.2 MB8464-15L Datasheet
- ↑ http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf
- ↑ 8.0 8.1 8.2 HM53461ZP-12 Datasheet (PDF) (Hitachi Semiconductor)
- ↑ File:HM65256B datasheet.pdf
- ↑ Jurassic Park (MAME)
- ↑ File:M27C4002 datasheet.pdf
- ↑ File:AT27C010L datasheet.pdf
- ↑ 13.0 13.1 Sega System 32 hardware (MAME)
- ↑ 14.0 14.1 14.2 htt (Wayback Machine: 2013-01-04 20:22)
- ↑ Sega System 24 Hardware Notes (2013-06-16)
- ↑ 16.0 16.1 M5M5278P-25-I SRAM Datasheet (Mitsubishi Electric & Electronics)
- ↑ OutRunners (World) (MAME)
- ↑ Sega Saturn Magazine, "June 1995" (JP; 1995-05-08), page 65
- ↑ File:RadMobileOST CD JP Booklet.pdf, page 4
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